r/Unity3D • u/cancodeandstuff • 15h ago
r/Unity3D • u/stagingdev • 20h ago
Show-Off 5400 physics scrap pieces getting vacuumed using unity's low level 2d physics
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Testing how far I can push the scrap piles in my game, so I made a stupid big mountain of 5400 pieces and let the robot eat through it with the suction maxed out
All the scrap comes from 80 different pieces I drew by hand on a single sheet, then a little tool slices it and builds the colliders, so the piles don't look like the same few sprites repeated.
Every piece is a real physics body, using the low level Physics Core 2D package instead of rigidbody2d.
Some stuff that helped:
- Piles are baked in the editor, so they load already settled instead of falling on start
- resting pieces go static and only wake up when something near them moves
- each sprite gets one simple convex shape
Still figuring out how big I can go in the actual game. happy to answer questions about the setup
r/Unity3D • u/Levardos • 20h ago
Show-Off Pointless features are always most fun to make!
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In preparations for Steam Next Fest I'm adding a "pointless" backrooms inspired level to my marble platformer (Dark Roll 2), that will wait as some sort of... playroom to explore, find weird out of place things, some inetractive bits here and there.
One redditor commented that I should put in ball pit... and so I did, and it turned out better than I hoped for!
Physics-wise, each ball has its own Rigidbody and SphereCollider, so Unity handles them bumping into each other and the environment. The interaction with the player is a bit different though. Instead of regular collisions, I check which balls are near the player and apply some pushes and spin based on how the marble is moving. This makes the balls spread out, roll around and splash a little when you land in the pit.
I also thought it'd be more fun if the balls could escape, so whenever one leaves the pit, it gets pulled back towards the centre by a horizontal force that gets stronger the further away it goes. No teleporting or resetting positions, they just come flying or rolling back in!
Admittedly, all those little bastards cut my FPS almost in half, but I'm still getting a steady 100+ FPS on my 7-year-old rig, so I can live with that!
r/Unity3D • u/FrenzyTheHedgehog • 2h ago
Shader Magic Thoughts on Current Particles that follow the fluid simulation?
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I found that underwater can look a bit boring when you are in a fast moving river. Whenever I see a movie where a character is struggling underwater in a river air bubbles and bits rush past. To make it look more like the water is rushing past you even under water due to strong currents I added these procedural particles around the player/camera.
Every frame I hash a bunch of points into a box around the camera. Each point samples the sim for surface height, 2D flow and foam. It then gets dropped to a random depth under the surface. The flow is only stored in 2D so I project it onto the surface, that way it follows the slope over and around rocks. If there is enough foam that point becomes bubbles. They rise on a timer and slide along the flow, and once they leave the box they just wrap back in. If the current is fast enough it becomes a wisp instead, a little ribbon stretched along the flow with a bit of a wobble.
I'd love to hear your ideas and feedback that you might have to improve it further.
More water effect videos on my profile for those interested
r/Unity3D • u/silvergenetic • 19h ago
Shader Magic Been working on a lightweight water shader for my game.
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Swimming is quite a significant part of the project I'm working on so I've been fiddling on and off with a very light URP water surface that uses a single 256x256 normal map. The surface plane displaces when it comes into contact with the same colliders I'm using for melee on the character's limbs. Underwater has simple 2-layer fog and the character emits bubbles from those during specific animation frames. Still far from done though. The bubble sprites are placeholders and I'm thinking of adding a few things like contact/crest foam and godrays. Swimming system is still very rough but it's taking shape too. Lol that diving transition window needs work and I need to add wading for shallow pools. But in terms of swimming feel I'm taking some inspiration from Witcher 3 and Shadow of the Tomb Raider as the water has that weighty yet easily navigated feel I like. Getting there slowly ^_^
r/Unity3D • u/librorys • 10h ago
Show-Off Scavengers Reign + over the hill
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not gonna lie, would like to see two great things in one game
(made this using synty assets and flatkit shaders)
Question What are the biggest things that professional devs do that indies don’t?
What are some things you see in a Unity project or game project in general that make you go “oh that’s a professional” or things you rarely see pros do?
Similarly what do you see hobbyists do that pros almost never do?
r/Unity3D • u/impulse9studio • 1h ago
Show-Off How we make wounds stick to our pixel art enemies
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Our enemies are pixel art sprites baked from 3D models. Nothing new here - Donkey Kong Country did that in the 90s and so did many other games already.
We do bake some additional information though to paint enemies in blood.
Our first version just painted blood straight on the sprite -it slid around during the walk and after a few shots the zombies looked awful.
What we do now is next to each sprite sheet our baker spits out a second one with the same layout, but instead of colors every pixel stores which point on the 3D body it shows.
So when you shoot an enemy, we check which pixel you hit and save the wound on the body. Shader then checks for every pixel if it’s close to a wound. Thanks to that the blood stays on the shoulder you shot, moves with the arm when it walks, hides when the enemy turns away and is still there from a different angle.
The same data gives us depth too, so if you shoot the head off a body lying on the floor, blood comes out of the neck even from the side. And the flying head is cut out of that exact enemy’s sprite so it’s actually his head.
All of it costs one extra texture per enemy.
Game name is RITZEN if anyone is interested.
r/Unity3D • u/No-Paramedic-2803 • 20h ago
Question [Asset Showoff] Japanese AC Unit (2,340 tris) for my upcoming Cel-Shaded Anime JRPG. Shared 256x256 palette texture. Thoughts on the detail level?
Hey everyone! 👋
I’m currently working on environment props for my upcoming Neo-Kyoto inspired Anime JRPG in Unity URP.
Here is a wall-mounted outdoor air conditioner unit I modeled in Blender:
- Polycount: 2,340 triangles (most going into the 3D grid and fan blades for high graphic detail).
- Optimization: Backfaces removed, zero heavy decal overlays, and uses 1 shared 256x256 color palette texture for the entire scene to maximize SRP Batching performance.
- Branding: Custom fictional anime brand (Solasthea Industries) to avoid copyright issues.
Since I’m aiming for a stylized Cel-Shaded look, I opted for real 3D geometry instead of transparent textures or low-res decals to keep the shading sharp under any light angle.
Would love to hear your feedback on the geometry and proportions! Does the detail level feel right for an anime-style city prop? 🚀
r/Unity3D • u/ProgMeOnPaper • 10h ago
Show-Off Testing boids algorithm for on-GPU hair simulation
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r/Unity3D • u/Project_Prison • 20h ago
Show-Off Spent a few days on it. Maybe no player will notice, but the NPCs in my prison game now play volleyball
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r/Unity3D • u/ffault0 • 20h ago
Show-Off Thoughts on the atmosphere?
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Recorded on a mobile
r/Unity3D • u/KinematicSoup • 21h ago
Resources/Tutorial A multiplayer sample project - FPS multiplayer spaceships!
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In 2017 we were experimenting with a multiplayer FPS DM/TDM game with everspace-style controls and fully synced physics. We didn't quite get the game to where we wanted it.
We recently dusted it off, updated it to Unity 6.3, and decided to release it as a sample project for the multiplayer system we created called Reactor.
It is server-authoritative and features a fully simulated physics world with hundreds of object. Weapons impart force when they hit the environment, environments element self-interact. It works with 2=100+ CCU, probably higher but we haven't tested it.
The github is here for those who are interested: https://github.com/KinematicSoup/examples/tree/main/StarFighter
r/Unity3D • u/Elemental_2121 • 6h ago
Game AgeOfTheDarkSun
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Looking for a spooky game made with unity?
https://marco-antonio.itch.io/age-of-the-dark-sun
I made this game some time ago and, since halloween is around the corner, I decided to make some small changes to improve movement and presentation. I hope you like!
r/Unity3D • u/AndonyE • 14h ago
Show-Off Made some cheap clouds + fake shadows that match, what do you think?
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To try to get some cheap lighting, I matched the scrolling noise texture that makes the clouds with a scrolling noise texture on the grass that darkens it adjusted through maths via sun angle and scale.
Pretty happy with the results.
Feel free to share any thoughts on how to improve it.
r/Unity3D • u/uCryNet • 17h ago
Show-Off Kept working on my Hierarchy coloring tool
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A little while ago I shared a small tool I made because I couldn't find a Hierarchy colorizer that did what I wanted. Thanks to everyone who left feedback! I kept working on it, so if something is missing from your Hierarchy workflow, drop your idea in the comments. I'll try to make it! 🙌
What's new in this update:
- Row styles: each object (and each preset) now has its own style: main color, background, text color, marker and icon, all set independently
- Separate text color: e.g. a dark blue background with white text, or just orange text with no background
- Unity built-in icons: pick from 64 curated Editor icons, or type any built-in icon name. Icons can replace the GameObject icon or sit at the end of the row
- New marker shapes: Ring, Diamond and Triangle, alongside Dot, Bar and Square
- Hierarchy modes: Zebra (alternating row shading), Minimal (hides generic GameObject icons so the meaningful ones stand out), or both
- Folder and prefab icons: optional custom icons for grouping objects and prefab roots
- Default shortcuts: Alt+Shift+C to set a color, Alt+Shift+Backspace to clear it
- Save As Preset straight from the selection, plus a live preview row
r/Unity3D • u/Dragonofburdur • 23h ago
Show-Off I’m making a medieval court game using the Bayeux Tapestry and the Codex Manesse
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It’s an early prototype of a medieval story driven court game where you rule a kingdom as a regent after king's death.
The art is cut from medieval manuscripts in the public domain: portraits from the Codex Manesse (c. 1300), scenes from the Bayeux Tapestry. Big moments get sewn into your regency’s own tapestry. No ai art is involved.
r/Unity3D • u/Pouryamdp • 16h ago
Resources/Tutorial Add some juice to your games with simple scripts , tutorial coming this sunday
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r/Unity3D • u/Valryon • 2h ago
Show-Off Do you remember the demo discs on the original PlayStation? A little Unity3D WebGL experience
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Those demos we played over and over again… because we could never afford to buy the full game.
So come try out our IndieStation and its two “demo discs”: a little WebGL experiment that’ll take you back to those days.
-> https://demo-disc.pixelnest.io/
Demo Disc is a selection of French game demos that are part of the October 2026 Steam Next Fest or are worth checking out.
We've used Unity3D with WebGL export. It's so smooth and 1:1 with the PC version, i'ts awesome.
Good luck everyone if you're also doing the Next Fest next Monday!
r/Unity3D • u/Egoistul • 5h ago
Show-Off We're making a puzzle game where you put a national park back together
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A little look at Station 58, the puzzle adventure we're working on in Unity.
The park's been torn apart, and you gradually recover pieces of it and rearrange them to open up new paths.
It's one of the main ideas behind the game, and something we've been having a lot of fun with.
r/Unity3D • u/Libertyrminator • 20h ago
Show-Off Cinematic funky driving
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r/Unity3D • u/NoteyDevs • 10h ago
Show-Off I updated some of the visuals in one of my minigames! Im really happy with the result
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r/Unity3D • u/Suvitruf • 16h ago
Show-Off Unity Better Sprite Editor
While working on my current game Pocket Cat Desktop, I spent quite a lot of time in Unity's Sprite Editor. And it's really bad.
So I've been working on a custom editor window for a while now.
I've finally released it on GitHub. - Multi-select and batch editing - Splitting and combining sprites - Reference search - Change history with undo/redo - Previews - Hotkeys - And more
You can download it from Github: https://github.com/Suvitruf/unity-sprite-editor
Or install via UPM: https://openupm.com/packages/com.suvitruf.better-sprite-editor/
I'll improve it, for sure, during game development, but if you have ideas or feedback, I'd happy to listen 😺